Faiths & Avatars

Total Page:16

File Type:pdf, Size:1020Kb

Faiths & Avatars armed opponent would receive in attacking them under the Weapons in The saving throw vs. the spell is made with no bonuses or penalties if the Defense rule is reduced to a +1 attack and damage bonus. (The Weapons target creature has the same level or Hit Dice as the caster, and at a -1 in Defense rule is found in the Weapons in Non-Lethal Combat subsec- penalty per every level or Hit Die that the caster has in excess of the target, tion of the Attacking Without Killing section of the Combat chapter of or a +1 bonus per every level or Hit Die that the target creature possesses the PHB. Normally, this rule allows an armed character to attack first above the casters level. Blissful beings are not affected by hypnosis or any at- with a +4 on attack and damage rolls when another character makes an tempts (magical or psionic) to control or influence their minds (for ex- unarmed attack against him or her.) ample, charm person spells). Unarmed Combat with The Complete Fighters Handbook, The Complete Priests Handbook, or the PHB and the DMG: In this sys- 4th Level tem of unarmed combat, joydancers begin play as punching/kicking spe- Deadly Dance (Alteration) cialists or wrestling specialists. (They receive a free weapon proficiency Sphere: Combat which must be used to specialize in one of these nonlethal forms of com- Range: Touch bat.) Components: V, S, M Specializing in these combat forms gives joydancers a +2 bonus to at- Duration: 4 rounds tack rolls (including an additional +1 special to their class), a +1 bonus Casting Time: 7 to damage rolls, and a +1 chart bonus with their unarmed attacks. Joy- Area of Effect: One four-limbed, bipedal creature dancers specialized in punching gain one extra attack per round, while Saving Throw: None joydancers specialized in wrestling gain a +2 bonus to their effective This spell affects the caster, another touched four-limbed bipedal creature Strength score for purposes of maintaining or breaking holds. The chart (such as a human), or a touched creature currently using such a form. It bonus allows a character to pick a result on the Punching and Wrestling fades, wasted, if used on another sort of creature or if the recipient being results chart one higher or one lower than the actual attack roll would changes its form to something other than a four-limbed biped. dictate. Recipients of a deadly dance move with fluid grace. They find that re- At 6th, 13th, and 20th levels, joydancers may spend another weapon maining still takes a conscious effort; their bodies want to move. For the du- proficiency to give themselves an additional +1 to attack and damage ration of the deadly dance, the Dexterity of the recipient is increased by 2 rolls, and an additional +1 chart bonus. points and his or her balance is perfect, allowing the recipient to leap about Unarmed Combat with PLAYERS OPTION: Combat & Tactics: In and land with pinpoint precisionfor example, on tiny ledgesand cast this system of unarmed combat, joydancers begin play with extra skill in spells, catch or throw things, or launch attacks in mid-leap. In each round of pummeling/kicking or wrestling. (They receive a free weapon profi- the deadly dance, she or he can choose to attack with a +3 bonus to attack ciency which must be used to become expert in one of these nonlethal rolls or to get double the usual number of attacks with the normal chance of forms of combat.) Whenever possible, they use their feet to pummel if striking their target. they decide to pursue that form of combat, inflicting the extra damage The material components of this spell are a bit of rubber and a scrap of done by kicking, and they may kick creatures the same size category as silk. themselves or smaller (or prone, sitting, or kneeling opponents of any size) and still inflict this extra damage. 5th Level At 1st level, joydancers are considered expert; at 6th level, special-- Candle of Calm (Enchantment/Charm, Evocation) ized; at 13th level, a master; and at 20th level, a grand master. The exact Sphere: Charm, Protection benefits are described in more detail in Chapter Five of PLAYERS OPTION: Range: 10 yards/level Combat & Tactics. Components: V, S, M At 3rd level, joydancers are able to cast bliss (as the 2nd-level priest Duration: 1 round spell) or unseen servant (as the 1st-level wizard spell) once a day. Casting Time: 1 round At 5th level, joydancers are able to cast hold person (as the 2nd-level Area of Effect: 70-foot-radius sphere priest spell) or sleep (as the 1st-level wizard spell) once a day. Saving Throw: Special At 7th level, joydancers are able to cast deadly dance (as the 4th-level This spell creates the illusion of a lit, levitating candlean illusion that priest spell) on themselves or another touched being once a day. They gives off very real, flickering light bright enough to read by without any real gain the ability to cast another deadly dance once every additional four flame or heat being present. The spell affects all beings who are within 70 levels (two at 11th, three at 16th, etc.). feet of the candle at any time during the round of its existence. On the At 10th level, joydancers are able to cast candle of calm (as the 5th-level round the candle burns, a saving throw vs. spell must successfully be made by priest spell) once a day. any affected creature desiring to cast any spell, launch an attack, or even act At 15th level, joydancers are able to generate magical pheromones that to defend themselves in any way beyond movement. (In other words, they mimic the ability of Starellas aphrodisiac (see the Tome of Magic) once a can freely move aside from an attack, but cannot ready a weapon or raise a day. shield without making a successful saving throw). Any attacks by a creature All of the above abilities for priests of Lliira are revoked if the priest uses who does make a successful saving throw are made with a -7 penalty to at- a weapon (other than net or lasso) that inflicts damage on another. This tack rolls. On the following round, creatures affected by the candle of calm penalty exists until the joydancer spends a full day engaged in meditation can act freely, but their attack rolls are at a -6 penalty. On the second round and absolution followed by a big party that lasts all night. after the candle vanishes, attack rolls at a -5 penalty, and on the third Lliiran Spells round, they are at a -4 penalty, and so on until the penalty vanishes on the seventh round after the disappearance of the candle of calm. 2nd Level The radiance of the candle also causes the same happiness effect in crea- Bliss (Enchantment/Charm) tures as the 4th-level wizard spell emotion and banishes any existing natural Sphere: Charm or magical discord, fear, hate, hopelessness, and sadness. Once the candle has Range: 5 yards/level been created, its caster is free to engage in other spellcasting without harm- Components: S ing its magic. Duration: 4 rounds The material components of this spell are an unlit candle of any sort and Casting Time: 5 a piece of clear crystal or glass. Area of Effect: One creature Saving Throw: Neg. This spell causes a single being who fails a saving throw vs. spell to be lost in Loviatar a trance of intense pleasure and happiness, a sensation felt so acutely that (Maiden of Pain, the Willing Whip, the creature fails to notice the rest of the world, approaching danger, or pain. A blissful being wanders aimlessly about, smiling in a dazed fashion and Patroness of Torturers) dropping any items it is holding or wielding. Victims of this spell cannot per- Lesser Power of Gehenna, LE form any deliberate task, attack, or defend themselveseven if wounded PORTFOLIO: Pain, hurt, agony, torment, suffering, torture during their blissful state. A creature affected by a bliss spell is immune to ALIASES: None other bliss spells for one day plus one hour per point of Constitution it has. DOMAIN NAME: Mungoth/Ondtland SUPERIOR: None (formerly Bhaal) spells having material components, and can—if the goddess wishes—be ALLIES: Malar, Bane (now dead), Bhaal (now dead) dragged helplessly toward her at a rate of 10 feet per round. FOES: Ilmater, Eldath, Talona, Lliira The kiss of Loviatar can heal her clergy or others she has a fondness for or SYMBOL: A black nine-stranded whip, the ends bloody and burn like acid, corroding flesh for 2d12 points damage. The use of either barbed, or (in elder days) a chalk-white, slim, female power causes such emotional turmoil in mortal targets that unless they make human left hand, fingertips downward, with three drops a successful saving throw vs. death magic, they are stunned into total help- of blood dripping from each of them lessness the following round and can take no offensive action (nor do they WOR. ALIGN.: LE, NE, CE apply Dexterity bonuses to their Armor Class that round). Loviatar (Loh-VEE-a-tar), one of the Dark Gods, Other Manifestations appears in her religion’s art as a pale maiden dressed in white, pleated armor and carrying a bone-white Loviatar manifests either as a flying black whip that moves as her avatar wand, a whip, or a scourge that she uses as a weapon does and has the same properties as the whips her avatar can create or as a against her foes.
Recommended publications
  • Dms Guild Author/Lead Designer
    Publisher: DMs Guild The Paladin Compendium is a collection of 25 uniquely Author/Lead Designer: Eric W.A Tkachuk crafted subclass options for the Paladin Player Class for Editors: Darian Zwaan and Rebecca Barber the 5th edition of the world’s greatest roleplaying game Playtesters: Darian Zwaan, Michael Zwaan within a Forgotten Realms setting. The archetypes All Art: DMs Guild Creator Resource Art included in this supplement are flavored after 25 Gods Packs, and a free for commercial use image and Goddesses from the realms that embody Lawful from Pixabay on pg. 4 Good/Neutral/Evil alignments. The intent is to provide Paladin players more uniquely flavored and tailored options for roleplaying, combat, DMs Creator’s Guild Members: For their and exploration, centered on their chosen God or assistance, advice, support, and splendid Goddess. A further goal of the product was to provide nature. such options in a manner that fit snugly within the established lore and mythos of the Forgotten Realms as Dearest friends and family: Words do little a method to increase a player’s sense of immersion. justice to thank you all for your love, support, and faith you have given me This product proved to be a particularly fun addition to through this process or the lessons and official modules such as The Curse of Strahd and Baldur’s influences imparted upon me in my life. Gate: Descent into Avernus, where the Paladin class Thank you. tends to shine. However, make no mistake this supplement is fun and balanced for any table set within To my dearest: The good and the bad, the the Forgotten Realms.
    [Show full text]
  • Dragon Magazine #228
    Where the good games are As I write this, the past weekend was the WINTER FANTASY ™ slots of the two LIVING DEATH adventures; all the judges sched- gaming convention. uled to run them later really wanted to play them first. That’s a It is over, and we’ve survived. WINTER FANTASY isn’t as hectic vote of confidence for you. or crowded as the GENCON® game fair, so we can relax a bit These judges really impressed me. For those of you who’ve more, meet more people, and have more fun. never played a LIVING CITY, LIVING JUNGLE™, or LIVING DEATH game, It was good meeting designers and editors from other game you don’t know what you’re missing. The judges who run these companies and discussing trends in the gaming industry, but it things are the closest thing to a professional corps of DMs that was also good sitting in the hotel bar (or better yet, Mader’s, I can imagine. Many judges have been doing this for years, and down the street) with old friends and colleagues and just talk- some go to gaming conventions solely for the purpose of run- ing shop. ning games. They really enjoy it, they’re really good, and they Conventions are business, but they are also fun. really know the rules. I came out of WINTER FANTASY with a higher respect for the Now the Network drops into GENCON gear. Tournaments are people who run these things. TSR’s new convention coordina- being readied and judges are signing up.
    [Show full text]
  • The New FORGOTTEN REALMS Campaign Setting
    A FORGOTTEN REALMS CAMPAIGN SETTING WEB ENHANCEMENT BY THOMAS E. RINSCHLER the Avaricious. He is an intensely greedy deity and is both desirous and envious of others’ riches. He and his followers believe in the acquisition and hoarding of money and other forms of wealth by any and all means necessary. His relations with his fellow dwarven deities are strained, but he has not been cast out of the pantheon. The domains he is associated with are Dwarf, Evil, Luck, Trade, and Trickery. His favored weapon is the dagger. he new FORGOTTEN REALMS Campaign Setting pro- Tvides basic information on all of the deities of Faerûn and detailed information on thirty of them. Aerdrie Faenya Here are descriptions similar to those found in the deity entries in Aerdrie Faenya (air-dree fah-ane-yuh), the elven goddess of the air, the D&D Player’s Handbook for all the remaining deities of the weather, and birds, is chaotic good. She is also called the Winged FORGOTTEN REALMS Campaign Setting. Mother and the Lady of Air and Wind. Stories say that she was revered in times past by the legendary winged avariel elves, but now she is mainly venerated by those elves who are interested in the weather, especially druids and rangers, and by those elves who either Abbathor possess winged mounts or have befriended flying creatures. The The dwarven god of greed, Abbathor (ab-bah-thor), is neutral evil. domains associated with her are Air, Animal, Chaos, Elf, Good, and His titles include the Great Master of Greed, the Trove Lord, and Storm, and her favored weapon is the quarterstaff.
    [Show full text]
  • Dungeons & Dragons 3.5 Edition Index – Deities
    Dungeons & Dragons 3.5 Edition Index – Deities http://www.crystalkeep.com/d20 Collected by Chet Erez ([email protected]) and the members of the Crystal Keep Forum Report Suggestions or Errors at http://www.crystalkeep.com/forum/index.php February 28, 2007 Table of Contents Page Index...........................................................................................................................................................................................................................2 Core Deities................................................................................................................................................................................................................4 Campaign Settings......................................................................................................................................................................................................5 Grayhawk................................................................................................................................................................................................................................................5 Forgotten Realms....................................................................................................................................................................................................................................8 Mulhorandi ...................................................................................................................................................................................................................................
    [Show full text]
  • Forgotten Realms Compendium Volume 2
    Forgotten Realms Compendium Volume 2 Contains all FR Notebooks and previous volumes This item is published by MPG-Net under license from TSR, Inc. ("TSR") but is not authorized or endorsed by TSR. The item is for personal use only. If the item is based on or derived from copyrighted material of TSR or uses trademarks of TSR in a way that is likely to cause confusion, it cannot be re-published or distributed except as authorized by TSR. In addition, this item cannot be republished or distributed without the consent of the author. Forgotten Realms Compendium v2 Page 1 FORWARD 5 REALMS CULTURE NAMES 9 NON-PLAYER CHARACTERS XE \ 15 NPCS 26 KRAKEN SOCIETY 59 HOAR THE DOOMBRINGER 60 STRONGHOLD OF THE NINE. 63 IYACHTU XVIM (THE SON OF BANE) 67 MIELIKKI 71 TORM 76 PRIESTS (WRATH) 81 NOTE ON FAITHS 96 GOD LOCATIONS 99 CHURCHES OF WATERDEEP 102 GOD INTENTIONS 111 WAUKEEN DEAD? 113 CULT OF THE DRAGON 114 NIGHT MASK THOUGHTS 123 DROW CULT 125 LEGEND OF THE CIRCLETS OF THAY 134 Forgotten Realms Compendium v2 Page 2 ELVEN INSULTS 135 REALMSTALK 137 REALMS IDIOMS 140 GOBLIN LANGUAGES/NAMES 149 THE HIDDEN HOUSE 159 SLAVER MODULES IN THE REALMS 160 CAMPAIGN IDEAS 169 SCENERIO #1 [ALTERED VERSION OF DOOM OF DAGGERDALE] 169 SCENERIO #2 [ADVENTURE OUTLINE FOR DAGGERDALE REGION] 172 SCENERIO #3 [A NEW ICE AGE!] 184 PRINCE OF LIES 193 FREESTAVE (WIZARD KIT) 202 ADDITIONAL SPELLFIRE RULES 206 NEW SPELLS 209 BLADESINGER SPELLS 237 LIST OF HERBS 244 RUMORS & NEWS 248 NEW MAGIC ITEMS 269 WISHES 291 POISONS 298 Forgotten Realms Compendium v2 Page 3 MITHRIL 304 SUBDUING 307 CRITICALCHART 318 MYTHALS 327 PHAERIMMS 329 REALMS PREDICTIONS 331 EXERPT ON MYSTRA 338 SUMMARY OF SEMBIAN MILITARY ORDERS 340 INDEX 354 Forgotten Realms Compendium v2 Page 4 Forward The Forgotten Realms Compendium v2 is a collection of messages and works retrieved from the Forgotten Realms mailing list ([email protected]) and the newsgroup rec.games.frp.dnd.
    [Show full text]
  • Sample File BATTLE CALL of TEMPUS
    ATHIEST REBUTTAL Prerequisite: You must not believe in any of the Gods, and you don't willing accept any spells being cast on you (note: if you die and then realize that there are in fact Gods then you can replace this feat if you are raised from the dead, and if you take a patron deity you must replace this feat). You can instill doubt into those who cast divine spells, and those who are effected by them using banter in the form of logic and reason, and you gain the following benefits: When someone you can see and or hear makes a Religion check you can instill doubt in their knowledge, giving them disadvantage on their check. You can do this at will. As a bonus action, you can instill doubt on a divine spellcaster when they cast a divine spell, at will. All those effected by the spell get advantage on the saving throw if it's directed at enemies. If the spell is directed at their allies you cause the allies enough doubt that the they must make a saving throw based on your Intelligence modifier and if they fail the divine spell does not effect them. BAERVAN'S BLESSING Prerequisite: Wisdom of 13 or higher, you are likely a gnome, you must be of good alignment and you must be a follower of Baervan Wildwanderer, spend ten hours of downtime per tenday in prayer, service or devotion to Baervan Wildwanderer, and you must tithe ten percent of your earning (in gold value) to the closest temple or shrine of Baervan Wildwanderer.
    [Show full text]
  • FORGOTTEN REALMS Campaign
    ™ DESIGNERS Richard Baker, Adam Rex OVER RTIST Travis Stout, C A James Wyatt Thomas Baxa, Beet, INTERIOR ARTISTS Wayne England, Carl Frank, Randy Gallegos, DEVELOPERS Michael Donais, Andrew J. Finch, Rafa Garres, Jeremy Jarvis, Raven Mimura, David Noonan Scott Okumura, Jim Pavelec, Steve Prescott, Rick Sardinha, Ben Thompson EDITOR Penny Williams Kate Irwin, Robert Raper GRAPHIC DESIGNERs MANAGING EDITOR Gwendolyn F.M. Kestrel Dennis Kauth, Robert Lazzaretti DESIGN MANAGERS Christopher Perkins, CARTOGRAPHERS Ed Stark Angelika Lokotz GRAPHIC PRODUCTION SPECIALIST DEVELOPMENT MANAGER Andrew J. Finch Jason Wiley DIRECTOR OF RPG R&D Bill Slavicsek IMAGE TECHNICIAN PRODUCTION MANAGER Josh Fischer Todd Meyer, Rasmus Pechuel, PLAYTESTERS Jon Pickens, Monica Shellman, Michael S. Weber, ART DIRECTOR Robert Raper Penny Williams Sources include FORGOTTEN REALMS Campaign Setting by Ed Greenwood, Sean K Reynolds, Skip Williams, and Rob Heinsoo; Monster Compendium: Monsters of Faerûn by James Wyatt and Rob Heinsoo; Magic of Faerûn by Sean K Reynolds, Duane Maxwell, and Angel Leigh McCoy; Pages from the Mages by Ed Greenwood and Tim Beach; On Hallowed Ground by Colin McComb; Planes of Law by Colin McComb and Wolfgang Baur; Planes of Chaos by Wolfgang Baur and Colin McComb; Planes of Confl ict by Colin McComb; Faiths and Avatars by Julia Martin with Eric L. Boyd; Powers and Pantheons by Eric L. Boyd; Demihuman Deities by Eric L. Boyd; Monster Mythology by Carl Sargent; “Epic Insights” web column by Andy Collins.33 Based on the original DUNGEONS & DRAGONS® rules created by Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.33 This Wizards of the Coast game product contains no Open Game Content.
    [Show full text]
  • Advanced Dungeons & Dragons® 2Nd Edition the Complete Book Of
    The Complete Book of Necromancers Table of Contents Advanced Dungeons & Dragons® 2nd Edition Dungeon Master® Guide Rules Supplement The Complete Book of Necromancers By Steve Kurtz Table of Contents Introduction Chapter 6: The Priest Sphere How to Use This Book New Priest Spells Necromancy and the PC 1st-Level Spells What You Will Need 2nd-Level Spells Chapter 1: Necromancers 3rd-Level Spells The Standard Necromancer 4th-Level Spells Ability Scores 5th-Level Spells Race 6th-Level Spells Experience Level Advancement 7th-Level Spells Spells Chapter 7: Allies Spell Restrictions Apprentices Magic Item Restrictions Henchmen Proficiencies Familiars file:///E|/My Music/(New Downloads)/Dungeons & Dr...lete Book Of Necromancers (htm+images)/index.html (1 of 3) [5/19/2001 8:14:57 PM] The Complete Book of Necromancers Table of Contents New Necromancer Wizard Kits Undying Minions Archetypal Necromancer Secret Societies Anatomist The Cult of Worms Deathslayer The Scabrous Society Philosopher The Cult of Pain Undead Master The Anatomical Academy Other Necromancer Kits Chapter 8: Tools of the Trade Witch Poisons and Potions Ghul Lord Magic Items New Nonweapon Proficiencies Necromantic Lore Anatomy Chapter 9: The Campaign Necrology Isle of the Necromancer Kings Netherworld Knowledge The Twin Villages of Misbahd and Jinutt Spirit Lore The Iron Spires of Ereshkigal Venom Handling The Colossus of Uruk Chapter 2: Dark Gifts The Tower of Pizentios Dual-Classed Characters Capital of the Necromancer Kings Fighter/Necromancer Uruk's Summer Palace Thief / Necromancer The Garden of Eternity Cleric/Necromancer Adventure Hooks Psionicist/Necromancer The Pirate Necromancers Wild Talents Bhakau's Return Vile Pacts and Dark Gifts The Scourge of Thasmudyan Nonhuman Necromancers Lich Hunting Humanoid Necromancers Necrophiles Drow Necromancers Dr.
    [Show full text]
  • City of Splendors: Waterdeep
    ™ 6620_88162_Ch1.indd20_88162_Ch1.indd 1 44/22/05/22/05 99:42:19:42:19 AAMM DESIGNER: Eric L. Boyd ADDITIONAL DESIGN: Ed Greenwood, James Jacobs, Steven E. Schend, Sean K Reynolds DEVELOPER: Richard Baker EDITORS: Cindi Rice, Gary Sarli EDITING MANAGER: Kim Mohan DESIGN MANAGER: Christopher Perkins DEVELOPMENT MANAGER: Jesse Decker SENIOR ART DIRECTOR RPG R&D: Stacy Longstreet DIRECTOR OF RPG R&D: Bill Slavicsek PRODUCTION MANAGERS: Josh Fischer, Randall Crews FORGOTTEN REALMS ART DIRECTOR: Mari Kolkowsky COVER ARTIST: Scott M. Fischer INTERIOR ARTISTS: Steve Belledin, Steve Ellis, Wayne England, Ralph Horsley, William O’Connor, Lucio Parrillo, Vinod Rams, Rick Sardinha GRAPHIC DESIGNER: Dee Barnett CARTOGRAPHER: Dennis Kauth, Robert Lazzaretti GRAPHIC PRODUCTION SPECIALIST: Angelika Lokotz IMAGE TECHNICIAN: Jason Wiley SPECIAL THANKS: Thomas M. Costa, Elaine Cunningham, George Krashos, Alex Roberts Major sources include Forgotten Realms Campaign Setting by Ed Greenwood, Sean Reynolds, Skip Williams, and Rob Heinsoo; Ruins of Undermountain II by Donald Bingle, Jean Rabe, and Norm Ritchie; Songs and Swords novels by Elaine Cunningham; Waterdeep novel by Richard Awlinson (Troy Denning); “Realmslore,” Ruins of Undermountain, Seven Sisters, Volo’s Guide to Waterdeep, Waterdeep, and Waterdeep and the North by Ed Greenwood; City System and Advanced Dungeons & Dragons comic by Jeff Grubb; Dragon #307 – “Monsters in the Alley” by James Jacobs, City of Splendors, The Lost Level, Maddgoth’s Castle, and Stardock by Steven E. Schend; and Skullport by Joseph C. Wolf. Based on the original DUNGEONS & DRAGONS® rules created by Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
    [Show full text]
  • Prestige Class Index
    4/27/2019 Prestige Class Index Home > Games > D&D Consolidated Lists 05/04/2007 Printer Friendly Prestige Class Index Updated: 05/04/2007 Email A Friend Discuss This Article The following provides a consolidated index of prestige classes from D&D published sourcebooks. This index will first appear sorted based on prestige class name, to sort alphabetically by source title, simply click the "Source" column header (please refer to product key for complete sourcebook titles). Indexes will be periodically updated as new sourcebooks are released. Search by keyword: Go All Class Source Page Description abolisher LoM 182 The abolisher is a crusader against that which taints, usurps, and replaces the ordered nature of things with alien desires and monstrous needs. acolyte of the skin CAr 19 Acolytes of the skin seek to gain power by replacing their skin with that of a demon's. acolyte of the skin TB 43 Acolytes of the skin seek to gain power by replacing their skin with that of a demon's. agent retriever EL 24 Finding items, especially long­lost ones, is an agent retriever's specialty. Aglarondan Una 18 Soaring above the Yuirwood and the coasts of Aglarond, the famed Aglarondan griffonrider griffonriders are an elite force of aerial knights who serve the Simbul and defend their homeland against attack. Akodo champion OA 220 Akodo champions are the leaders of the mighty army of the Lion clan. alienist CAr 21 Alienists deal with powers and entities from terrifyingly remote reaches of space and time. alienist TB 45 Alienists deal with powers and entities from terrifyingly remote reaches of space and time.
    [Show full text]
  • Footsteps in the Sand, Leading Me on ... Looking Up
    Footsteps in the sand, leading me on ... Looking up, I see the scaffold, the hooded figure with its head on the block, the hooded figure of the executioner, the sharp blade of the axe glinting in the burning sun. The axe falls, the victim's severed head rolls on the wooden platform, the hood comes off "My head!" Raistlin whispered feverishly, twisting his thin hands together in anguish. The executioner, laughing, removes his hood, revealing "My face!" Raistlin murmured, his fear spreading through his body like a malign growth, making him sweat and chill by turns. Clutching at his head, he tried to banish the evil visions that haunted his dreams continually, night after night, and lingered to disturb his waking hours as well, turning all he ate or drank to ashes in his mouth. But they would not depart. "Master of Past and Present!" Raistlin laughed hollowly-bitter, mocking laughter. "I am Master of nothing! All this power, and I am trapped! Trapped! Following in his footsteps, knowing that every second that passes has passed before! I see people I've never seen, yet I know them! I hear the echo of my own words before I speak them! This face!" His hands pressed against his cheeks. "This face! His face! Not mine! Not mine! Who am I? I am my own executioner!" Book 1 The River Flows On.... The dark waters of time swirled about the archmage's black robes, carrying him and those with him forward through the years. The sky rained fire, the mountain fell upon the city of Istar, plunging it down, down into the depths of the ground.
    [Show full text]
  • Dragon Magazine #238
    The Halls of Amusement ack in the distant days of middle school, Greg was one of treasure was so good that we didn’t complain. Until we my first players to take a turn behind the DM’s screen. We reached the central chamber. were all eager to see what he’d do, and I couldn’t wait to play The place was huge, with a raised platform in the center. my own characters, a min-maxed high elf fighter/magic-user The walls were covered in black flock, and the floor was tiled named Windrhymer the White and an even more min-maxed with some weird glowing material that changed patterns. fighter/magic-user/thief half-drow named Ralph the Rogue. When Greg pointed out the spinning mirror-balls on the ceiling (Yes, I’m still embarrassed about it all.) All we knew for sure we became nervous. When he described the huge black was that Greg had drawn all over a ream and a half of graph dragon wearing the white leisure suit, dancing upon the high paper. He called the dungeon “The Halls of Amusement.” platform; we realized he had gone way too far. My elves had pals, naturally. Tom played a pair of fighters “The Disco Dragon!” someone cried. We fell over each other named Harry and Burt, or something equally English. Someone to kill the beast, not so much for fear of our lives, but because else was stuck with the cleric and another character. While the even at that age we realized that a reptilian John Travolta was PCs didn’t find a lasting place in my memory, certain moments an abomination that must be destroyed.
    [Show full text]